slumpie Posted October 10, 2014 Share Posted October 10, 2014 EDIT:my bad, didn't read properly... Link to comment Share on other sites More sharing options...
CalculusWarrior Posted October 10, 2014 Share Posted October 10, 2014 (edited) Ohhh? THAT is EVE? I have never seen any overhaul linked with such an impressive blending over of clouds and distance haze... can you guide me to the relevant overhaul? Or at least an idea how to set EVE up so that I have JUST this (without clouds) distance haze is far more important to me than clouds...https://github.com/rbray89/EnvironmentalVisualEnhancements/releasesIt will be one of the 'Overhaul' releases. I am using the most recent (9-2), and haven't noticed a haze, but it should be an older version.EDIT: My mistake, it is not an older version! Thank you, pingopete. Edited October 10, 2014 by CalculusWarrior Link to comment Share on other sites More sharing options...
pingopete Posted October 10, 2014 Share Posted October 10, 2014 The haze in that image is from the overhaul series beyond 9.2, where rbray stopped uploading versions but has a continuous project going, you can get it from here by DL'ing the master zip and extraction the gamedata folder from it. It contains a very WIP true volumetric atmosphere layer option that he began working on but has been unable to continue working on recently, so far the transition from below to above isn't very fluid and there is no lighting aspect to it, i.e. stays bright at night etc. I might add that it will no doubt be incredible when it is finished.Victus: That is 'normal' (for that mod) it's the repeated cloud layer beneath being used as a fake shadow, and as it is simply that, the true direction of light isn't taken into acount meaning the shadows are always vertically below relative to the surface, giving this effect on the sides.Rbray has begun work on a true shadow system that projects correct shadows for clouds relative to the suns direction, but this hasn't been finished yet either and ins't working properly atm. What he's got so far is also available from the link above. Link to comment Share on other sites More sharing options...
Hyomoto Posted October 10, 2014 Share Posted October 10, 2014 I wonder how closely Squad pays attention to this. I'm hoping the 0.26 reveal will be deformable terrain, but right next to that I hope we get a stock option for clouds and atmospherics. It's kind of like Minecraft and shaders, after a while there's no way you can miss all these screenshots people are taking with this mod and not say, "Yeah, that's worth the effort." I know that sounds like complaining but it's really just me thinking out loud in this thread. Link to comment Share on other sites More sharing options...
Ph34rb0t Posted October 10, 2014 Share Posted October 10, 2014 (edited) Overhaul 9.2 seems to work for me on 0.25 for any flight started after installation. Flights in progress don't get clouds. Edited October 10, 2014 by Ph34rb0t Link to comment Share on other sites More sharing options...
eRe4s3r Posted October 10, 2014 Share Posted October 10, 2014 The haze in that image is from the overhaul series beyond 9.2, where rbray stopped uploading versions but has a continuous project going, you can get it from here by DL'ing the master zip and extraction the gamedata folder from it. It contains a very WIP true volumetric atmosphere layer option that he began working on but has been unable to continue working on recently, so far the transition from below to above isn't very fluid and there is no lighting aspect to it, i.e. stays bright at night etc. I might add that it will no doubt be incredible when it is finished.Thank you very much! (and everyone else that helped!) I can live with that limitation Link to comment Share on other sites More sharing options...
pingopete Posted October 10, 2014 Share Posted October 10, 2014 I wonder how closely Squad pays attention to this. I'm hoping the 0.26 reveal will be deformable terrain, but right next to that I hope we get a stock option for clouds and atmospherics. It's kind of like Minecraft and shaders, after a while there's no way you can miss all these screenshots people are taking with this mod and not say, "Yeah, that's worth the effort." I know that sounds like complaining but it's really just me thinking out loud in this thread.See this page for some images of squads testing of procedural volumetrics that was apparently abandoned due to frame rate issues.. One can only hope and dream.. and use EVE which is just as good in most aspects (especially as it's a 3rd part mod that the majority of players use Procedural from the base-up would be the way to go though imo, lower cpu demand, and 'unlimited' levels of detail rendered continuously only as required to meets screen resolution at that time. Although in fairness the 'detail texture' thing being used is almost that, just not continuous, i.e. 1 texture in another texture.I'd imagine you might be able to have say a 1 k earth cloud texture and use a noise system to produce random detail with predefined values at closer distances. Link to comment Share on other sites More sharing options...
Camacha Posted October 10, 2014 Share Posted October 10, 2014 See this pageThat first picture makes KSP almost look pretty. Link to comment Share on other sites More sharing options...
TTTA Posted October 10, 2014 Share Posted October 10, 2014 Overhaul 9.2 seems to work for me on 0.25 for any flight started after installation. Flights in progress don't get clouds.How do you install it from the github file? I went to https://github.com/rbray89/EnvironmentalVisualEnhancements/tree/Overhaul and clicked "Download ZIP," but I don't know how to arrange all those puzzle pieces so they fit in the GameData folder properly Link to comment Share on other sites More sharing options...
Ph34rb0t Posted October 10, 2014 Share Posted October 10, 2014 (edited) How do you install it from the github file? I went to https://github.com/rbray89/EnvironmentalVisualEnhancements/tree/Overhaul and clicked "Download ZIP," but I don't know how to arrange all those puzzle pieces so they fit in the GameData folder properlyI'm using an older download from somewhere in this thread, but you can use this (Click "view raw"):https://github.com/rbray89/EnvironmentalVisualEnhancements/blob/Overhaul/x86-Release.zip- Edit:Found my version (9-2):https://github.com/rbray89/EnvironmentalVisualEnhancements/archive/OVERHAUL-9-2.zip Edited October 10, 2014 by Ph34rb0t Link to comment Share on other sites More sharing options...
TTTA Posted October 10, 2014 Share Posted October 10, 2014 Alright, thanks. Installed that first link on its own, now it looks like this....is that right? Or am I supposed to install this over the most recent full release or something? Link to comment Share on other sites More sharing options...
Ph34rb0t Posted October 10, 2014 Share Posted October 10, 2014 Build a rocket, start a flight. If you see clouds in the sky, it's working. If not, try the version from the second link.If that still isn't working, I'm out of ideas. Link to comment Share on other sites More sharing options...
Rogueleeder Posted October 10, 2014 Share Posted October 10, 2014 Hmm so how does one install this older version? Copy every to the Root KSP folder? I miss my clouds and using Astronomers pack Link to comment Share on other sites More sharing options...
TTTA Posted October 10, 2014 Share Posted October 10, 2014 (edited) Build a rocket, start a flight. If you see clouds in the sky, it's working. If not, try the version from the second link.First link results: Clouds are certainly different, and do really weird things with the lighting. No sign of clouds from map view, but when you leave the atmosphere the clouds go from just a few scattered puffy things to a full overlay of complex weather systems like you get in the master version. Evidence of cities during the daytime overlaid on terrain, which is pretty cool, and they're smaller and rarer on the night side than they are in the master version. But this is CLEARLY not anything approaching a final release. Will come back in a bit after trying link 2.EDIT: Well, tried installing just the second link, got this, then tried it with a BoulderCo folder I dug out of another overhaul build. Clouds have that weird repetitive tiled look when you get too far above them, even when viewed from map view of from ~350km up. Also water renders REALLY weirdly, gets super clear when you get up close, to the point that it becomes very difficult to differentiate between water and land when it's shallow.I'm gonna wait until we get an official release before I mess with this stuff anymore. Edited October 10, 2014 by TTTA Link to comment Share on other sites More sharing options...
skbernard Posted October 10, 2014 Share Posted October 10, 2014 (edited) try this config on the first link, the releases page on github was deprecated for the overhaul branch, all up to date releases will be located at the root of the github 'Overhaul' branchoverwrite you clouds.cfg at the following location ...GameData\BoulderCo\Atmosphere\(i havent been able to test this on 0.25 yet)EVE_ATMOSPHERE{ Kerbin { kerbinAtmosphere { altitude = 4000 speed = 30 atmosphere { atmosphereMaterial { _Color = 0.41, 0.80, 1, 0 _Visibility = 0.00001 } } } kerbinCloudVolumetric { altitude = 3600 speed = 100 layerVolume { texture = BoulderCo/Atmosphere/Textures/kerbin1 offset = 0,0,0 particleMaterial { _Color = 1,1,1,1 _TopTex = BoulderCo/Atmosphere/Textures/particle/1 _LeftTex = BoulderCo/Atmosphere/Textures/particle/2 _FrontTex = BoulderCo/Atmosphere/Textures/particle/3 _DistFade = 00.1 _DistFadeVert = 2e-5 _LightScatter = 0 _MinLight = 2 } } } kerbinCloud2D { altitude = 8400 speed = 80 layer2D { detailSpeed = 60 offset = 0,0,0 shadow = false shadowOffset = 0,0,0 macroCloudMaterial { _Color = 1,1,1,1 _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _FalloffPow = 5 _FalloffScale = 3.5 _DetailScale = 1 _DetailOffset = 0,0,0 _DetailDist = 1 _MinLight = 2 _FadeDist = 100 _FadeScale = 100 _RimDist = 0.25 _RimDistSub = 1 } scaledCloudMaterial { _Color = 1,1,1,1 _MainTex = BoulderCo/Atmosphere/Textures/kerbin1 _DetailTex = BoulderCo/Atmosphere/Textures/detail1 _FalloffPow = 2 _FalloffScale = 3 _DetailScale = 6 _DetailOffset = 0,0,0 _DetailDist = 0.0012 _MinLight = 0.5 _FadeDist = 2.25 _FadeScale = 0.00375 _RimDist = 1 _RimDistSub = 0.01 } } } } Mun { } Minmus { } Duna { } Ike { } Dres { } Jool { } Laythe { } Vall { } Tylo { } Bop { } Pol { } Eeloo { } Sun { } Moho { } Eve { } Gilly { }} Edited October 10, 2014 by skbernard Link to comment Share on other sites More sharing options...
TTTA Posted October 10, 2014 Share Posted October 10, 2014 Clouds don't show up in map view, but they look better from space, don't have that tiled look to them. Link to comment Share on other sites More sharing options...
rosenkranz Posted October 10, 2014 Share Posted October 10, 2014 I think I'd rather not have them show up in map view as that is kinda my tactical view and the clouds can make finding a landing target difficult sometimes. At least some way to quickly toggle them on/off would be nice Link to comment Share on other sites More sharing options...
comham Posted October 10, 2014 Share Posted October 10, 2014 Have you considered using procedurally generated isoball clouds instead of flat layers? The flat layers are good for light cloud since they're transparent, but if you look outside one of the cooler aspects of the sky is big, architectural looking cumulus things. Link to comment Share on other sites More sharing options...
SkyRender Posted October 10, 2014 Share Posted October 10, 2014 KSP looks decidedly less interesting without this installed. Looking forward to 0.25 integration. Link to comment Share on other sites More sharing options...
Gaugeforever Posted October 10, 2014 Share Posted October 10, 2014 It's interesting to see how better atmospheres is .25 but this is not seeing as how BA uses this is a prereq? Link to comment Share on other sites More sharing options...
Jacke Posted October 11, 2014 Share Posted October 11, 2014 It's interesting to see how better atmospheres is .25 but this is not seeing as how BA uses this is a prereq?Well, the current version 7-4 with Astronomer's Visual Pack is working under KSP 0.25 for me (Windows x64 running 32-bit KSP). Maybe missing some elements but most of its there. Link to comment Share on other sites More sharing options...
Hyomoto Posted October 11, 2014 Share Posted October 11, 2014 EVE still works wholly for me in 0.25, I get city lights and everything. Strangely Distant Objects does not work at all. I think we should all send rbay some of our free time. Come on, get a donate button up! If we all give out five minutes I'm sure we can donate at least an entire day if not two! Link to comment Share on other sites More sharing options...
skeevy Posted October 11, 2014 Share Posted October 11, 2014 Working in Linux x64, and BA V5 too for those who are curious....7-4 EVE. Link to comment Share on other sites More sharing options...
Jupiter02 Posted October 11, 2014 Share Posted October 11, 2014 can you add another download link, comodo wont let me download it Link to comment Share on other sites More sharing options...
TheDamDog Posted October 11, 2014 Share Posted October 11, 2014 Anybody have the files for the rolling dust storms on Duna?The link the OP directs me to wants me to install a download manager or some other nonsense. Link to comment Share on other sites More sharing options...
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